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	<id>https://docs.larian.game/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Helaene</id>
	<title>Divinity Engine Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://docs.larian.game/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Helaene"/>
	<link rel="alternate" type="text/html" href="https://docs.larian.game/Special:Contributions/Helaene"/>
	<updated>2026-05-16T07:32:12Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.0</generator>
	<entry>
		<id>https://docs.larian.game/index.php?title=Talk:Part_1:_creating_a_new_skill&amp;diff=4805</id>
		<title>Talk:Part 1: creating a new skill</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Talk:Part_1:_creating_a_new_skill&amp;diff=4805"/>
		<updated>2017-12-18T02:56:46Z</updated>

		<summary type="html">&lt;p&gt;Helaene: Created page with &amp;quot;Additional information here: https://docs.larian.game/Skill_creation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Additional information here: https://docs.larian.game/Skill_creation&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4804</id>
		<title>Adding New Icons</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4804"/>
		<updated>2017-12-18T02:54:55Z</updated>

		<summary type="html">&lt;p&gt;Helaene: /* Preparing Your Icon Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.&lt;br /&gt;
&lt;br /&gt;
== Preparing Your Icon Images ==&lt;br /&gt;
# Save your individual icons in a size and format supported by the Texture Atlas Editor.&lt;br /&gt;
::* Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.&lt;br /&gt;
::* Supported formats are .png, .tga, and .dds.&lt;br /&gt;
# Place your images in a directory you'll have easy access to later.&lt;br /&gt;
# In the Resource Manager, create a package to add your texture atlas/icons to later (click the Add Package button, next to the Add and Remove Folder buttons, in the upper-left of the Resource Editor and name it however you like).&lt;br /&gt;
&lt;br /&gt;
== Preparing the Texture Atlas file: ==&lt;br /&gt;
# Open the Texture Atlas Editor.&lt;br /&gt;
# Click File -&amp;gt; New.&lt;br /&gt;
# Select ''&amp;quot;Public/MyModName_GUID/GUI&amp;quot;'' as the location for your .lsx file (create the GUI folder if it doesn't exist).&lt;br /&gt;
# Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''&amp;quot;Data/Public/MyModName_GUID/Assets/Textures&amp;quot;'').&lt;br /&gt;
# Select the size of the individual icons (for skills: 64x64) and the size of the image.&lt;br /&gt;
# Select the package you created previously, then click Save.&lt;br /&gt;
# The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.&lt;br /&gt;
&lt;br /&gt;
== Adding Atlas Entries: ==&lt;br /&gt;
# Go to Edit -&amp;gt; Add Entries, or simply click the 'Add Entries' button (next to the Remove Entries X button) in the upper-left of the Texture Atlas Editor.&lt;br /&gt;
# Navigate to where you placed your individual icon images (anywhere on your computer).&lt;br /&gt;
# Select your icon and add it (repeat as needed). All of the new icon entries should be automatically added to your texture file.&lt;br /&gt;
# Save.&lt;br /&gt;
&lt;br /&gt;
== Notes: ==&lt;br /&gt;
* This same process can be used to add custom portraits (recommended size: 80px wide by 100px tall).&lt;br /&gt;
* The icon names you use are the entry names in your texture atlas sheet. Within the texture atlas editor, you can right click on an entry and select &amp;quot;Copy name to clipboard&amp;quot; to make the process easier.&lt;br /&gt;
* Skills and statuses are assigned icons in the stats editor (there's a column specifically for the icon name). Root templates can also be assigned an icon.&lt;br /&gt;
&lt;br /&gt;
== Optional: ==&lt;br /&gt;
Texture files can be manually packed and created. Possible software for doing that is:&lt;br /&gt;
* [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings]&lt;br /&gt;
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. &lt;br /&gt;
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop]&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4803</id>
		<title>Adding New Icons</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4803"/>
		<updated>2017-12-18T02:54:19Z</updated>

		<summary type="html">&lt;p&gt;Helaene: /* Notes: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.&lt;br /&gt;
&lt;br /&gt;
== Preparing Your Icon Images ==&lt;br /&gt;
# Save your individual icons in a size and format supported by the Texture Atlas Editor.&lt;br /&gt;
::* Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.&lt;br /&gt;
::* Supported formats are .png, .tga, and .dds.&lt;br /&gt;
# Place your images in a directory you'll have easy access to later.&lt;br /&gt;
# In the Resource Manager, create a package to add your texture to later (click the Add Package button, next to the Add and Remove Folder buttons, in the upper-left of the Resource Editor and name it however you like).&lt;br /&gt;
&lt;br /&gt;
== Preparing the Texture Atlas file: ==&lt;br /&gt;
# Open the Texture Atlas Editor.&lt;br /&gt;
# Click File -&amp;gt; New.&lt;br /&gt;
# Select ''&amp;quot;Public/MyModName_GUID/GUI&amp;quot;'' as the location for your .lsx file (create the GUI folder if it doesn't exist).&lt;br /&gt;
# Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''&amp;quot;Data/Public/MyModName_GUID/Assets/Textures&amp;quot;'').&lt;br /&gt;
# Select the size of the individual icons (for skills: 64x64) and the size of the image.&lt;br /&gt;
# Select the package you created previously, then click Save.&lt;br /&gt;
# The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.&lt;br /&gt;
&lt;br /&gt;
== Adding Atlas Entries: ==&lt;br /&gt;
# Go to Edit -&amp;gt; Add Entries, or simply click the 'Add Entries' button (next to the Remove Entries X button) in the upper-left of the Texture Atlas Editor.&lt;br /&gt;
# Navigate to where you placed your individual icon images (anywhere on your computer).&lt;br /&gt;
# Select your icon and add it (repeat as needed). All of the new icon entries should be automatically added to your texture file.&lt;br /&gt;
# Save.&lt;br /&gt;
&lt;br /&gt;
== Notes: ==&lt;br /&gt;
* This same process can be used to add custom portraits (recommended size: 80px wide by 100px tall).&lt;br /&gt;
* The icon names you use are the entry names in your texture atlas sheet. Within the texture atlas editor, you can right click on an entry and select &amp;quot;Copy name to clipboard&amp;quot; to make the process easier.&lt;br /&gt;
* Skills and statuses are assigned icons in the stats editor (there's a column specifically for the icon name). Root templates can also be assigned an icon.&lt;br /&gt;
&lt;br /&gt;
== Optional: ==&lt;br /&gt;
Texture files can be manually packed and created. Possible software for doing that is:&lt;br /&gt;
* [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings]&lt;br /&gt;
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. &lt;br /&gt;
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop]&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4802</id>
		<title>Adding New Icons</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4802"/>
		<updated>2017-12-18T02:52:19Z</updated>

		<summary type="html">&lt;p&gt;Helaene: /* Adding Atlas Entries: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.&lt;br /&gt;
&lt;br /&gt;
== Preparing Your Icon Images ==&lt;br /&gt;
# Save your individual icons in a size and format supported by the Texture Atlas Editor.&lt;br /&gt;
::* Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.&lt;br /&gt;
::* Supported formats are .png, .tga, and .dds.&lt;br /&gt;
# Place your images in a directory you'll have easy access to later.&lt;br /&gt;
# In the Resource Manager, create a package to add your texture to later (click the Add Package button, next to the Add and Remove Folder buttons, in the upper-left of the Resource Editor and name it however you like).&lt;br /&gt;
&lt;br /&gt;
== Preparing the Texture Atlas file: ==&lt;br /&gt;
# Open the Texture Atlas Editor.&lt;br /&gt;
# Click File -&amp;gt; New.&lt;br /&gt;
# Select ''&amp;quot;Public/MyModName_GUID/GUI&amp;quot;'' as the location for your .lsx file (create the GUI folder if it doesn't exist).&lt;br /&gt;
# Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''&amp;quot;Data/Public/MyModName_GUID/Assets/Textures&amp;quot;'').&lt;br /&gt;
# Select the size of the individual icons (for skills: 64x64) and the size of the image.&lt;br /&gt;
# Select the package you created previously, then click Save.&lt;br /&gt;
# The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.&lt;br /&gt;
&lt;br /&gt;
== Adding Atlas Entries: ==&lt;br /&gt;
# Go to Edit -&amp;gt; Add Entries, or simply click the 'Add Entries' button (next to the Remove Entries X button) in the upper-left of the Texture Atlas Editor.&lt;br /&gt;
# Navigate to where you placed your individual icon images (anywhere on your computer).&lt;br /&gt;
# Select your icon and add it (repeat as needed). All of the new icon entries should be automatically added to your texture file.&lt;br /&gt;
# Save.&lt;br /&gt;
&lt;br /&gt;
== Notes: ==&lt;br /&gt;
* This same process can be used to add custom portraits.&lt;br /&gt;
* The icon names you use are the entry names in your texture atlas sheet. Within the texture atlas editor, you can right click on an entry and select &amp;quot;Copy name to clipboard&amp;quot; to make the process easier.&lt;br /&gt;
* Skills and statuses are assigned icons in the stats editor. Root templates can also be assigned an icon.&lt;br /&gt;
&lt;br /&gt;
== Optional: ==&lt;br /&gt;
Texture files can be manually packed and created. Possible software for doing that is:&lt;br /&gt;
* [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings]&lt;br /&gt;
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. &lt;br /&gt;
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop]&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4801</id>
		<title>Adding New Icons</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4801"/>
		<updated>2017-12-18T02:50:06Z</updated>

		<summary type="html">&lt;p&gt;Helaene: /* Preparing Your Icon Images */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.&lt;br /&gt;
&lt;br /&gt;
== Preparing Your Icon Images ==&lt;br /&gt;
# Save your individual icons in a size and format supported by the Texture Atlas Editor.&lt;br /&gt;
::* Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.&lt;br /&gt;
::* Supported formats are .png, .tga, and .dds.&lt;br /&gt;
# Place your images in a directory you'll have easy access to later.&lt;br /&gt;
# In the Resource Manager, create a package to add your texture to later (click the Add Package button, next to the Add and Remove Folder buttons, in the upper-left of the Resource Editor and name it however you like).&lt;br /&gt;
&lt;br /&gt;
== Preparing the Texture Atlas file: ==&lt;br /&gt;
# Open the Texture Atlas Editor.&lt;br /&gt;
# Click File -&amp;gt; New.&lt;br /&gt;
# Select ''&amp;quot;Public/MyModName_GUID/GUI&amp;quot;'' as the location for your .lsx file (create the GUI folder if it doesn't exist).&lt;br /&gt;
# Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''&amp;quot;Data/Public/MyModName_GUID/Assets/Textures&amp;quot;'').&lt;br /&gt;
# Select the size of the individual icons (for skills: 64x64) and the size of the image.&lt;br /&gt;
# Select the package you created previously, then click Save.&lt;br /&gt;
# The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.&lt;br /&gt;
&lt;br /&gt;
== Adding Atlas Entries: ==&lt;br /&gt;
# Click Edit -&amp;gt; Add Entries.&lt;br /&gt;
# Navigate to where you placed your individual icon images.&lt;br /&gt;
# Select your icons add them. All of the new icon entries should be automatically added to your texture file.&lt;br /&gt;
# Save.&lt;br /&gt;
&lt;br /&gt;
== Notes: ==&lt;br /&gt;
* This same process can be used to add custom portraits.&lt;br /&gt;
* The icon names you use are the entry names in your texture atlas sheet. Within the texture atlas editor, you can right click on an entry and select &amp;quot;Copy name to clipboard&amp;quot; to make the process easier.&lt;br /&gt;
* Skills and statuses are assigned icons in the stats editor. Root templates can also be assigned an icon.&lt;br /&gt;
&lt;br /&gt;
== Optional: ==&lt;br /&gt;
Texture files can be manually packed and created. Possible software for doing that is:&lt;br /&gt;
* [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings]&lt;br /&gt;
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. &lt;br /&gt;
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop]&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4800</id>
		<title>Adding New Icons</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Adding_New_Icons&amp;diff=4800"/>
		<updated>2017-12-18T02:47:16Z</updated>

		<summary type="html">&lt;p&gt;Helaene: /* Preparing the Texture Atlas file: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adding new icons requires a bit of preparation, but once the initial setup is complete, adding additional icons is quick and easy.&lt;br /&gt;
&lt;br /&gt;
== Preparing Your Icon Images ==&lt;br /&gt;
# Save your individual icons in a size and format supported by the Texture Atlas Editor.&lt;br /&gt;
::* Support sizes are 16x16, 32x32, 64x64, 128x128, 256x256.&lt;br /&gt;
::* Supported formats are .png, .tga, and .dds.&lt;br /&gt;
# Place your images in a directory you'll have easy access to later.&lt;br /&gt;
# In the Resource Manager, create a package to add your texture to later.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Texture Atlas file: ==&lt;br /&gt;
# Open the Texture Atlas Editor.&lt;br /&gt;
# Click File -&amp;gt; New.&lt;br /&gt;
# Select ''&amp;quot;Public/MyModName_GUID/GUI&amp;quot;'' as the location for your .lsx file (create the GUI folder if it doesn't exist).&lt;br /&gt;
# Select a name for your texture file, and select an ideal location inside your mod's Assets folder (i.e. ''&amp;quot;Data/Public/MyModName_GUID/Assets/Textures&amp;quot;'').&lt;br /&gt;
# Select the size of the individual icons (for skills: 64x64) and the size of the image.&lt;br /&gt;
# Select the package you created previously, then click Save.&lt;br /&gt;
# The Texture Atlas Editor should create a blank texture (.dds) file at the path specified previously.&lt;br /&gt;
&lt;br /&gt;
== Adding Atlas Entries: ==&lt;br /&gt;
# Click Edit -&amp;gt; Add Entries.&lt;br /&gt;
# Navigate to where you placed your individual icon images.&lt;br /&gt;
# Select your icons add them. All of the new icon entries should be automatically added to your texture file.&lt;br /&gt;
# Save.&lt;br /&gt;
&lt;br /&gt;
== Notes: ==&lt;br /&gt;
* This same process can be used to add custom portraits.&lt;br /&gt;
* The icon names you use are the entry names in your texture atlas sheet. Within the texture atlas editor, you can right click on an entry and select &amp;quot;Copy name to clipboard&amp;quot; to make the process easier.&lt;br /&gt;
* Skills and statuses are assigned icons in the stats editor. Root templates can also be assigned an icon.&lt;br /&gt;
&lt;br /&gt;
== Optional: ==&lt;br /&gt;
Texture files can be manually packed and created. Possible software for doing that is:&lt;br /&gt;
* [https://www.codeandweb.com/texturepacker TexturePacker] for packaging the icons. Example settings: [https://i.imgur.com/64aGPPr.png TexturePacker Settings]&lt;br /&gt;
* [https://github.com/castano/nvidia-texture-tools/releases nvidia-texture-tools] to convert the packed texture to DDS format. This is a command-line tool. &lt;br /&gt;
* For Photoshop users, Nvidia has a plugin to work with the DDS format: [https://developer.nvidia.com/nvidia-texture-tools-adobe-photoshop NVIDIA Texture Tools for Adobe Photoshop]&lt;/div&gt;</summary>
		<author><name>Helaene</name></author>
	</entry>
</feed>